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259 lines
7.9 KiB
259 lines
7.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "WorldVertexAlpha.inc" |
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#include "worldvertexalpha_ps20.inc" |
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#include "worldvertexalpha_ps20b.inc" |
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BEGIN_VS_SHADER( WorldVertexAlpha, |
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"Help for WorldVertexAlpha" ) |
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BEGIN_SHADER_PARAMS |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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SET_FLAGS2( MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA ); |
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} |
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SHADER_INIT |
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{ |
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// Load the base texture here! |
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LoadTexture( BASETEXTURE ); |
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} |
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SHADER_FALLBACK |
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{ |
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// if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) |
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{ |
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return "WorldVertexAlpha_DX8"; |
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} |
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return 0; |
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} |
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SHADER_DRAW |
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{ |
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if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) ) |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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{ |
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// NOTE: This is the DX8, Non-Hammer version. |
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SHADOW_STATE |
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{ |
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// Base time lightmap (Need two texture stages) |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); |
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pShaderShadow->EnableBlending( true ); |
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// Looks backwards, but this is done so that lightmap alpha = 1 when only |
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// using 1 texture (needed for translucent displacements). |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); |
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worldvertexalpha_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "WorldVertexAlpha" ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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// Bind the base texture (Stage0) and lightmap (Stage1) |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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EnablePixelShaderOverbright( 0, true, true ); |
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worldvertexalpha_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw(); |
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} |
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else |
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{ |
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// DX 9 version with HDR support |
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// Pass 1 |
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SHADOW_STATE |
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{ |
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SetInitialShadowState(); |
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pShaderShadow->EnableAlphaWrites( true ); |
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// Base time lightmap (Need two texture stages) |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); |
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pShaderShadow->EnableBlending( true ); |
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// Looks backwards, but this is done so that lightmap alpha = 1 when only |
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// using 1 texture (needed for translucent displacements). |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); |
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pShaderShadow->EnableBlendingSeparateAlpha( true ); |
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pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_ALPHA ); |
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worldvertexalpha_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 ); |
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SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 ); |
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SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 ); |
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} |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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// Bind the base texture (Stage0) and lightmap (Stage1) |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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worldvertexalpha_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 ); |
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} |
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} |
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Draw(); |
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// Pass 2 |
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SHADOW_STATE |
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{ |
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SetInitialShadowState(); |
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pShaderShadow->EnableAlphaWrites( true ); |
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pShaderShadow->EnableColorWrites( false ); |
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// Base time lightmap (Need two texture stages) |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); |
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pShaderShadow->EnableBlending( true ); |
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// Looks backwards, but this is done so that lightmap alpha = 1 when only |
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// using 1 texture (needed for translucent displacements). |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); |
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pShaderShadow->EnableBlendingSeparateAlpha( true ); |
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pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); |
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worldvertexalpha_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 ); |
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SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 ); |
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SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 ); |
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} |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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// Bind the base texture (Stage0) and lightmap (Stage1) |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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worldvertexalpha_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 ); |
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} |
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} |
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Draw(); |
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} |
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} |
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else |
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{ |
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// NOTE: This is the DX7, Hammer version. |
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SHADOW_STATE |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT ); |
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pShaderShadow->EnableBlending( true ); |
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// Looks backwards, but this is done so that lightmap alpha = 1 when only |
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// using 1 texture (needed for translucent displacements). |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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// pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); |
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// Use vertex color for Hammer because it puts the blending alpha in the vertices. |
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unsigned int colorFlag = 0; |
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if( UsingEditor( params ) ) |
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{ |
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colorFlag |= SHADER_DRAW_COLOR; |
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} |
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pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | |
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SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER1, BASETEXTURE ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); |
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} |
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Draw(); |
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} |
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} |
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END_SHADER
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